General
- changing Assimp's coordinate system from RH z-up to RH y-up - fixing coordinate system for LWO, 3DS, ASE, MD5, MDL, B3D, IRR, IRRMESH - converttolh moved to three separate steps -> flipuv, flipwinding, makelh LWO - fixing texture coordinate generation -> mapping axis is correct now - fixing z-fighting bug ASE - fixing crash due to invalid normal setup - fixing parenting bug - code cleanup IRR - code cleanup - fixing placement of externally loaded meshes MDL - fixing texture coordinate space PLY - cleanup - two-sided maat property is now set git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@366 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -549,7 +549,7 @@ void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0
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for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
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aiQuatKey& qk = anim->mRotationKeys[i];
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qk.mTime = keys[i].mTime;
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qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.y ,keys[i].mValue.z );
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qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.z ,keys[i].mValue.y );
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}
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}
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